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given an area of all the same block, replace all those blocks with blocks that match the surrounding non-same blocks based on what blocks should 'match'. Note that this is a single-pass algorithm right now, which means that it creates a bunch of bad blocks as it gets further from the edge and more conflicts are found. We may try to update this more in the future, or we may just go with something simpler like a maze generator using border blocks or 9-grid. But the results of this are tantalizing... |
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| .. | ||
| BlockEditor.cs | ||
| BlockMapViewModel.cs | ||
| BorderEditor.cs | ||
| EventTemplate.cs | ||
| Flags.cs | ||
| IEventViewModel.cs | ||
| MapEditorViewModel.cs | ||
| MapHeaderViewModel.cs | ||
| MapRepointer.cs | ||
| MapScriptCollection.cs | ||
| MapSlider.cs | ||
| MapTutorialsViewModel.cs | ||
| SurfConnectionViewModel.cs | ||
| WildPokemonViewModel.cs | ||